﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using GraphProcessor;
using System.Linq;
using IQIGame.Onigao.GamePlay;
using IQIGame.Onigao.Logic;

namespace IQIGame.Onigao.GamePlay.Editors
{
    [System.Serializable, NodeMenuItem(SkillEditorConst.Trigger + "/" + SkillEditorConst.SelfCustomProperty, typeof(SkillEditorGraph))]
    public class SkillTriggerNode_SelfCustomProperty : SkillTriggerNode
    {
        [InspectorName("自定义属性类型")] public ECustomProperty propertyType;
        [InspectorName("触发值")] public int value;

        protected override ESkillTriggerType type => ESkillTriggerType.SelfCustomProperty;

        protected override SkillCustomConfig CreateConfig()
        {
            return new SkillTrigger_SelfCustomProperty_ConfigData()
            {
                propertyType = (int)propertyType,
                value = this.value
            };
        }
    }
}